public Vector2 GetTangentAt(float t) { if (ControlPoints.Count <= 2) { return(Vector2.zero); } return(DeCasteljau.GetBezierTangentAt(ControlPointsPositions(), t)); }
public Vector2 GetTangentAt(float t) { if (ControlPoints.Count <= 2) { return(Vector2.zero); } return(DeCasteljau.GetBezierTangentAt(ControlPointsPositions(), t)); }